import glCore from 'pixi-gl-core'; import createIndicesForQuads from '../../core/utils/createIndicesForQuads'; /** * @author Mat Groves * * Big thanks to the very clever Matt DesLauriers <mattdesl> https://github.com/mattdesl/ * for creating the original pixi version! * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that they now share 4 bytes on the vertex buffer * * Heavily inspired by LibGDX's ParticleBuffer: * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/ParticleBuffer.java */ /** * The particle buffer manages the static and dynamic buffers for a particle container. * * @class * @private * @memberof PIXI */ class ParticleBuffer { constructor(gl, properties, dynamicPropertyFlags, size) { /** * The current WebGL drawing context. * * @member {WebGLRenderingContext} */ this.gl = gl; /** * Size of a single vertex. * * @member {number} */ this.vertSize = 2; /** * Size of a single vertex in bytes. * * @member {number} */ this.vertByteSize = this.vertSize * 4; /** * The number of particles the buffer can hold * * @member {number} */ this.size = size; /** * A list of the properties that are dynamic. * * @member {object[]} */ this.dynamicProperties = []; /** * A list of the properties that are static. * * @member {object[]} */ this.staticProperties = []; for (let i = 0; i < properties.length; i++) { let property = properties[i]; // Make copy of properties object so that when we edit the offset it doesn't // change all other instances of the object literal property = { attribute:property.attribute, size:property.size, uploadFunction:property.uploadFunction, offset:property.offset }; if(dynamicPropertyFlags[i]) { this.dynamicProperties.push(property); } else { this.staticProperties.push(property); } } this.staticStride = 0; this.staticBuffer = null; this.staticData = null; this.dynamicStride = 0; this.dynamicBuffer = null; this.dynamicData = null; this.initBuffers(); } /** * Sets up the renderer context and necessary buffers. * * @private */ initBuffers() { const gl = this.gl; let dynamicOffset = 0; let property; /** * Holds the indices of the geometry (quads) to draw * * @member {Uint16Array} */ this.indices = createIndicesForQuads(this.size); this.indexBuffer = glCore.GLBuffer.createIndexBuffer(gl, this.indices, gl.STATIC_DRAW); this.dynamicStride = 0; for (let i = 0; i < this.dynamicProperties.length; i++) { property = this.dynamicProperties[i]; property.offset = dynamicOffset; dynamicOffset += property.size; this.dynamicStride += property.size; } this.dynamicData = new Float32Array( this.size * this.dynamicStride * 4); this.dynamicBuffer = glCore.GLBuffer.createVertexBuffer(gl, this.dynamicData, gl.STREAM_DRAW); // static // let staticOffset = 0; this.staticStride = 0; for (let i = 0; i < this.staticProperties.length; i++) { property = this.staticProperties[i]; property.offset = staticOffset; staticOffset += property.size; this.staticStride += property.size; } this.staticData = new Float32Array( this.size * this.staticStride * 4); this.staticBuffer = glCore.GLBuffer.createVertexBuffer(gl, this.staticData, gl.STATIC_DRAW); this.vao = new glCore.VertexArrayObject(gl) .addIndex(this.indexBuffer); for (let i = 0; i < this.dynamicProperties.length; i++) { property = this.dynamicProperties[i]; this.vao.addAttribute(this.dynamicBuffer, property.attribute, gl.FLOAT, false, this.dynamicStride * 4, property.offset * 4); } for (let i = 0; i < this.staticProperties.length; i++) { property = this.staticProperties[i]; this.vao.addAttribute(this.staticBuffer, property.attribute, gl.FLOAT, false, this.staticStride * 4, property.offset * 4); } } /** * Uploads the dynamic properties. * */ uploadDynamic(children, startIndex, amount) { for (let i = 0; i < this.dynamicProperties.length; i++) { const property = this.dynamicProperties[i]; property.uploadFunction(children, startIndex, amount, this.dynamicData, this.dynamicStride, property.offset); } this.dynamicBuffer.upload(); } /** * Uploads the static properties. * */ uploadStatic(children, startIndex, amount) { for (let i = 0; i < this.staticProperties.length; i++) { const property = this.staticProperties[i]; property.uploadFunction(children, startIndex, amount, this.staticData, this.staticStride, property.offset); } this.staticBuffer.upload(); } /** * Binds the buffers to the GPU * */ bind() { this.vao.bind(); } /** * Destroys the ParticleBuffer. * */ destroy() { this.dynamicProperties = null; this.dynamicData = null; this.dynamicBuffer.destroy(); this.staticProperties = null; this.staticData = null; this.staticBuffer.destroy(); } } export default ParticleBuffer;